In recent years, the concept of EdTech has completely transformed. From interactive animation-based learning to intelligent learning platforms, students and enthusiasts of all ages have experienced the benefits it offers. However, another interesting transition that has brought very positive changes to the EdTech industry is the introduction of gamification into learning, updating and learning.
This methodology is based on the application of game mechanics in planning with the aim not to entertain, but to increase the knowledge or productivity of the organization, making it more efficient. An example is a consulting firm. Deloittewho used gamification strategies in their curricula that were completed 50% faster and students were more engaged than ever before.
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Gamification uses game elements in an unrelated context. It has many advantages over traditional learning approaches, including: increasing student interest and motivation, and improving knowledge retention and engagement through social mechanisms such as badges, scores, or leaderboards. For this reason UNICEF considers play to be an important strategy for human learning.
“In today’s world, technology is naturally the driving force behind learning and curriculum development. To achieve better student outcomes, today’s educators are increasingly using advanced digital tools and strategies in their teaching methods. Gamification for learning is one such strategy that is increasingly used by teachers around the world. The use of gamified elements can have a positive impact on student engagement and collaboration, allowing them to learn more effectively as a result,” explains Patricia Herrera, Director of EdTech Latin America at CYPHER LEARNING.
Patricia Herrera, educator, curriculum creator, e-learning specialist, and digital education consultant in Latin America, shares 5 tips for incorporating gamification into online education:
1. Use a centralized system. The introduction of the right technology will help to conduct training sessions. From something as simple as a shared spreadsheet to something as complex as an intelligent learning management system (like ILP), teachers need a centralized platform to track and analyze the progress of all students to provide a more personalized educational experience.
2. Trial vs mission. Language and writing may seem insignificant, but they are actually very useful elements in paving the way for gamification in the classroom. Trials must be feared, missions must be conquered. Students will not be afraid of the mission; seems like a challenge to be solved.
3. Earn points, not grades. Experience points bring zest with them. They can be turned into regular grades to the satisfaction of the school system, and at the same time, they can increase academic confidence and make students want to achieve more: the more points they get, the more likely they are to complete the mission.
4. Using levels, checkpoints and other methods of passing. In addition to track points, teachers can use various “checkpoints”, “levels”, or other progress symbols to keep students focused on reaching the expert level of the game.
5. Create specific learning perspectives. This fantasy role-playing game element is the main attraction of video games. This allows students to take on different roles such as student, referee, designer, parent, or doctor, thus learning different perspectives on problem solving depending on the character.
Gamification is the future of innovation in the education technology industry. The introduction of artificial intelligence, big data, cloud technologies, the Internet of Things, mobile learning and virtual reality can enrich game-based learning. It encourages playful learning methods in schools or companies to keep students interested in the learning process. In addition, gamification increases the possibility of practical application of educational concepts through a more detailed acquaintance with real-life applications of the subject.
Gamification is redefining the future of e-learning, study concluded that the global market for gamification in education was valued at over US$697 million in 2020 and is projected to reach US$4.1 billion in 2027. promote a hybrid learning environment.
“We live in a time where the only way out is to reinvent. Over the past decade, Latin America and the world have been increasingly focusing their activities on the digital environment, where new trends such as gamification can be the key for organizations to increase morale and influence the improvement of behavior and performance,” concludes Patricia Herrera. .
ABOUT SCHIFER TRAINING
CYPHER LEARNING is a San Francisco (USA) company specializing in providing learning platforms to organizations around the world. CYPHER LEARNING offers three products: NEO LMS for schools and universities, MATRIX LMS for companies and INDIE LMS for entrepreneurs. All products are used by over 20,000 organizations in over 40 languages and have won numerous awards. Currently, CYPHER LEARNING is the only company offering platforms in the main sectors of e-learning: academic, corporate and business.
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Source : Married Games